Month: September 2024
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Call: Health & New Media Research (HNMR) journal
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Read more: Call: Health & New Media Research (HNMR) journalCall for Papers:Health & New Media Research (HNMR) – Volume 8, Issue 2https://www.hnmr.org/newsletter/call_for_papers.html Deadline for submissions: October 31, 2024 We are pleased to invite submissions for Volume 8, Issue 2 of Health & New Media Research (HNMR), an international, open-access, peer-reviewed journal published biannually by the Health & New Media Research Institute at Hallym University, South Korea. AIMS & SCOPE HNMR focuses on the roles of new media (such as the Internet, mobile devices, games, and virtual reality) in public and environmental health. We encourage interdisciplinary research that tests theory, extends knowledge, or provides innovative solutions in the following areas:…
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It’s a (self-reflective) bug’s life in Metamorphosis VR
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Read more: It’s a (self-reflective) bug’s life in Metamorphosis VR[Franz Kafka’s 1915 novel The Metamorphosis has been adapted in many media, including (according to CNBC-TV18) “a Manga comic book, two operas, ten movies, one graphic novel and two video games.” The latest is a virtual reality game, as reported in the brief story below from Video Games on SI.com, which includes a video trailer (also available on YouTube). An earlier VR adaptation is described in the story that follows below from the website of The Goethe-Institut Bangladesh; the CNBC-TV18 story goes into even more detail about that world-touring exhibit. And see a December 2010 post in ISPR Presence News…
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Call: “Ethics of Cyborgs, Robots, and the Posthuman: Reflections from Ancient Greece and Rome to the Present Day” Workshop
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Read more: Call: “Ethics of Cyborgs, Robots, and the Posthuman: Reflections from Ancient Greece and Rome to the Present Day” WorkshopCall for Abstracts/Papers Ethics of Cyborgs, Robots, and the Posthuman: Reflections from Ancient Greece and Rome to the Present Day12th John Cabot University (JCU) Posthuman Studies WorkshopOctober 19, 2024Rome, Italyhttps://calendar.johncabot.edu/event/ethics-of-cyborgs-robots-and-the-posthuman Organizer: Prof. Stefan Lorenz Sorgner: www.sorgner.de Deadline for submission of abstracts: September 15, 2024 OVERVIEW: The rapid advancement of technology has propelled humanity into an era where the boundaries between humans, machines, and the posthuman are increasingly blurred. As we integrate more intimately with technology—through robotics, artificial intelligence, and cyborg enhancements—urgent ethical questions arise. How should we navigate these transformations, and what can we learn from the past to inform…
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A startup is using presence, flow, and fun to develop therapeutic virtual reality games
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Read more: A startup is using presence, flow, and fun to develop therapeutic virtual reality games[This report from GeekWire describes how a group of neuroscientists, inventors, and video game developers are producing therapeutic games for virtual reality that create a “simulation of a stressful situation that [players] nonetheless fully control” and which evoke a both presence and flow as “the player’s subconscious mind theoretically recognizes parallels between [the game] and the real world.” See the original version for two more images. –Matthew] This virtual reality game encourages rhythmic breathing to help with mental health by Thomas WildeAugust 24, 2024 At first glance, Deepwell DTX’s Zengence (pronounced like “vengeance”) is what video game fans might call…
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Call: Human-Machine Communication Interest Group at International Communication Association 2024 Conference
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Read more: Call: Human-Machine Communication Interest Group at International Communication Association 2024 ConferenceCall for Papers Human-Machine Communication Interest GroupInternational Communication Association (ICA)75th Anniversary ConferenceJune 12-16, 2025Denver, Colorado, USAHMC Interest Group: https://www.icahdq.org/mpage/HMC_CFPICA: https://www.icahdq.org/mpage/ICA25-theme Deadline for submissions: November 1, 2024 (at 12:00 noon EDT) The Human-Machine Communication (HMC) Interest Group supports and promotes scholarship regarding communication between people and technologies designed to enact the role of communicator. Such technologies include, but are not limited to, artificial intelligence (AI) software and devices, robots, digital and home assistants, automated-writing software, Large Language Models and smart agents. HMC research focuses on the meaning-making that unfolds when people engage directly with technology as a communicative subject rather than…
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Anthropomorphism from objects to AI: Why some people give human feelings to inanimate objects
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Read more: Anthropomorphism from objects to AI: Why some people give human feelings to inanimate objects[This CNN story provides vivid examples of, and some explanations from psychiatric experts about, our tendency to ascribe human attributes to everything from household objects to robots and AI chatbots (i.e., anthropomorphism phenomena many of which we’d identify as medium-as-social-actor presence). The story also considers individual differences in these perceptions and associated behaviors. See the original version for a second image and reader comments. –Matthew] [Image: Credit: Rawf8/iStockphoto/Getty Images] Why do some people give human feelings to inanimate objects? What experts say By Taylor Nicioli, CNNSeptember 7, 2024 (CNN) — When she goes to the grocery store, Lilianna Wilde will…
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Job: Researcher in Digital Anthropology (Virtual Worlds) at EU Centre of Advanced Studies
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Read more: Job: Researcher in Digital Anthropology (Virtual Worlds) at EU Centre of Advanced StudiesCall for Applications Project Officer – Researcher in Digital Anthropology (Virtual Worlds)Centre of Advanced Studies (CAS) within the European Commission’s Joint Research Centre (JRC)Ispra, ItalyReference: 2024-IPR-S4002-FGIV-025643https://recruitment.jrc.ec.europa.eu/vacancy/1245 Deadline for applications: September 19, 2024, 23:59 Brussels time Type of contract: Member of the European Commission’s contract staff, Function Group IV (article 3b of the Conditions of Employment of Other Servants)Duration of contract: 36 months (renewable up to maximum 6 years)Area: Virtual Worlds and Web 4.0Place of employment: Ispra (IT)Indicative basic salary: 4102,3 – 5941,96 € (applicable as of 1st of January 2024)For more detailed information please consult: Working Conditions WE ARE The…
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“VR simply doesn’t interest me: Here’s why it fails to capture my attention”
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Read more: “VR simply doesn’t interest me: Here’s why it fails to capture my attention”[Despite their improved ability to evoke compelling presence illusions, there are still many significant barriers to providing consumers with sustained presence experiences that lead to adoption and continued use of virtual reality headsets. In this essay from Make Use Of (MUO), a tech enthusiast describes five of these barriers (I’d add the lack of effective, inexpensive accommodation for those of us who wear corrective eyeglasses, and too-often overly complex operation and glitchy performance). –Matthew] VR Simply Doesn’t Interest Me: Here’s Why It Fails to Capture My Attention By Oluwademilade AfolabiSeptember 2, 2024 I really lucked out in scoring a Meta…
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Call: “Philosophical Approaches to Games and Gamification: Ethical, Aesthetic, Technological and Political Perspectives” issue of Open Philosophy
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Read more: Call: “Philosophical Approaches to Games and Gamification: Ethical, Aesthetic, Technological and Political Perspectives” issue of Open PhilosophyCall for Submissions “Philosophical Approaches to Games and Gamification: Ethical, Aesthetic, Technological and Political Perspectives”A topical issue of Open Philosophyhttps://philevents.org/event/show/116366 Edited by Giannis Perperidis (Panteion University, Greece) [NOTE: Article Publishing Charges (APC) may be required – see https://www.degruyter.com/publishing/publications/openaccess/open-access-articles/apcs –Matthew] Deadline for submissions: October 31, 2024 DESCRIPTION This special issue of Open Philosophy (https://www.degruyter.com/opphil) aims at exploring innovative philosophical approaches on games and gamification. Numerous philosophers in various historical periods attempted to explore the ontological, ethical, political and economic foundations of play and games. From Heraclitus to Kant, Nietzsche and most recent scholars, play and games are related to aesthetic, temporal,…
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Adaptive VR increases exercise engagement by sensing user emotions
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Read more: Adaptive VR increases exercise engagement by sensing user emotions[In a new study, researchers at the University of Bath show how using sensors to assess the emotional state of virtual reality users as they play exercise games and using that information to adjust the difficulty level of the game increases the user’s engagement in the activity. The original version of this story from the University includes a 1:55 minute video (also available on YouTube). –Matthew] Can technology turn exercise pain into pleasure? Most people who exercise using VR drop out when things gets too tough or dull – could programs that use sensors to tune into a person’s emotional…
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Call: “Cosmoramas and Other Peep Practices 1800-1880” issue of Early Popular Visual Culture
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Read more: Call: “Cosmoramas and Other Peep Practices 1800-1880” issue of Early Popular Visual CultureCall For Papers Cosmoramas and Other Peep Practices 1800-1880Special Issue of Early Popular Visual Culturehttps://call-for-papers.sas.upenn.edu/cfp/2024/08/07/cosmoramas-and-other-peep-practices-1800-1880 Deadline for expressions of interest: October 15, 2024 Before virtual reality, peeping has long been a widespread media practice. Since the 18th century, the world has been presented in lensed and boxed apparatuses that aroused wonder and seduced audiences. Our contemporary culture of immersion was initially launched by peepshows and cosmoramas: one of the earliest media systems in Europe that produced and distributed views. The cosmorama was one of the major formats in the evolving diversity of 19th-century peep practices, evident in telescopic paper versions,…
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VR boosts skill development in people with intellectual disabilities, study finds
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Read more: VR boosts skill development in people with intellectual disabilities, study finds[A new study from researchers at the University of South Australia demonstrates the potential of presence-evoking virtual reality to aid the learning of practical skills by people with intellectual disabilities. As with all of the press coverage, this story from Forbes is based on a press release from the University, which includes a 52-second video (also available on YouTube). –Matthew] [Image: Figure 7 from the published study. “Correct disposals in the real-world assessment across timepoints and between groups. Note: Circular points on each line represent the mean correct disposals in the Real-World Assessment, and the error bars represent the standard…
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